using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace One_Crappy_RPG
{
    public class EffectDamage : StatusEffect
    {

        public enum DamageType : byte
        {
            None, //Should never be a resistance for this one
            Physical,
            Magical,
            Fire,
            Ice,
            Earth,
            Wind,
            Poison,
            Holy,
            Negative
        }

        DamageType Type;               

        public EffectDamage(DamageType type, int amount, Creature target)
        {
            Type = type;
            Magnitude = amount;
            Target = target;
        }

        public override void Update(GameTime gameTime)
        {
        }

        public override void ApplyEffect()
        {
            int damage = Target.ModifyDamage(Type, Magnitude);
            Target.Stats.CurrentHealth -= damage;
            Target.OnHealthChange(Type, Caster, damage);
        }

        public override void RemoveEffect()
        {
        }
    }
}
